A challenger appears : Marilyn (Yet-yet another AI)
#101
Posted 01 March 2012 - 07:59 AM
Thanks for the report anyway, I'll look into that.
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#102
Posted 01 March 2012 - 08:21 AM
wraitii, on 01 March 2012 - 07:59 AM, said:
Thanks for the report anyway, I'll look into that.
I noticed Marilyn wasn't expanding like she should be, so I revealed the map and saw she had only built one house and no new units after 10 minutes of play. I set the game so I could control all the units when I saw one of her female citizens moving back and forth near a berry bush. I saw that she had her full amount of of food, so I attempted to force the female to drop the food off at the Civ Centre. The moment I tried to get her to go back to the CC she went back to the berry bush and continued her dance. She would not drop her resources off. It took be a very long time and many clicks to get her back to the CC to drop off her food.
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#103
Posted 01 March 2012 - 08:43 AM
There's also a rare pathfinding related bug where units can get stuck around a tree, or around a unit if there are too many workers, but I'm unsure how to fix that...
Last but not least, it appears she didn't build enough workers... I tweaked priorities, and now she's much better at resource gathering in the early game. Will playtest a bit and release a newer version.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
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#104
Posted 01 March 2012 - 10:02 AM
Download link
A few screenshots, not related to the actual update:
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Also the world's only three-dimensional poodle.
#105
Posted 01 March 2012 - 02:44 PM
this.trainMoreWorkers(gameState, queues);out of the if condition.
Edited by wraitii, 01 March 2012 - 02:44 PM.
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#106
Posted 01 March 2012 - 06:56 PM
i think it should... if it hasn't any major bugs anymore
Miles Davis
#107
Posted 01 March 2012 - 08:47 PM
Also, Mythos: some persons read the IRC logs
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#108
Posted 01 March 2012 - 08:55 PM
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#110
Posted 03 March 2012 - 01:30 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#111
Posted 07 March 2012 - 05:23 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#112
Posted 10 March 2012 - 04:41 PM
As soon as Philip as finished the Pathfinding work, it'd be really useful to have access to some sort of C functions in that regard.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#113
Posted 10 March 2012 - 11:11 PM
However, since it's such a common task for AIs to want random paths (instead of always the optimal one), maybe it should be part of the pathfinder API. I've lost track of whether Philip's current pathfinder design is uniform cost or not, but changing the cost of certain tiles would be one way of changing the path. His optimizations might require uniform cost.
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#114
Posted 10 March 2012 - 11:34 PM
historic_bruno, on 10 March 2012 - 11:11 PM, said:
However, since it's such a common task for AIs to want random paths (instead of always the optimal one), maybe it should be part of the pathfinder API. I've lost track of whether Philip's current pathfinder design is uniform cost or not, but changing the cost of certain tiles would be one way of changing the path. His optimizations might require uniform cost.
qBot does have a very basic pathfinder built it. It currently uses gradient maps which should be less efficient that A*. It gets away with this by rarely calling that pathfinder (once for every attack launched).
The jump point search requires uniform cost (though binary cost is a more accurate term) so I think that the new pathfinder will have this. Current qBot just inserts blockers, which should be enough for fairly advanced AI.
I had also been playing with a crazy pathfinding idea which would in theory be really fast. I may never actually manage to finish it however.
Jonathan Waller [ aka quantumstate ]
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#115
Posted 11 March 2012 - 08:47 AM
Ultimately, I think the better system for an AI would be to have a knowledge of chokepoints, something like this: "start from TC. Go to chokepoint 1. Go to chokepoint 2. From there, the field is open". Perhaps with some sort of "degree of liberty" to try and overturn the enemy. Some sort of very very abstract pathfinder, relying on the C++ implementation to actually move.
Edited by wraitii, 11 March 2012 - 02:15 PM.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
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Also the world's only three-dimensional poodle.
#116
Posted 11 March 2012 - 09:02 AM
wraitii, on 11 March 2012 - 08:47 AM, said:
What are you trying to do with the pathfinder? The gradients aren't particularly efficient for the current usage (I was planning to use thing is a more fancy way) but should be identical to A* unless you are using non uniform terrain weights.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
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#117
Posted 11 March 2012 - 09:20 AM
It'd make an efficient flood fill, if that's needed.
Edited by wraitii, 11 March 2012 - 09:23 AM.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#118
Posted 11 March 2012 - 02:05 PM
I'm scrapping my former to-do list here. After much thoughts, I now think the priority would be to make the AI more self-aware before considering complex attack plans, or overseas invasions. As it stands now, the AI is almost completely oblivious to itself, a very bad situation indeed. It builds units it can build, but it's not aware if it's got 1 or 10 barracks, things like that. This would make it hard to actually implement complex decisions, which happen to be a requirement to really improve on Marilyn now.
edit: this might be subject to change, but I think I might go for a "self-manager", a "plan manager", and a "defense manager". The self would deal with economy (assigning villagers, things like that), aftermaths of attacks (rebuilding destroyed things), consider starting plans (building plans, house plans, unit support plans, attack plans, scouting plans, technology plans, whatever plans), things like that. Sort of an AI HQ. Then the plan manager would deal with all the plans (might split the attack and the scouting plans from that, at least once they're started), so it would have an easy way to centralize resource needs, and the defense manager would be an overarching manager that would simply check for attacks and create plans accordingly if needed (tower building plans, walling plans, "putting units there to check" plans,…).
Again, subject to change, but I might keep an "enemy watcher" plan, that would keep track of enemy units and buildings and strategies, and would be used by the rest. And an "micromanaging" manager, that would deal with petty things like actual attacks.
Edited by wraitii, 11 March 2012 - 02:16 PM.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#119
Posted 16 March 2012 - 07:38 AM
(it's not a complete rewrite, I'm merely reorganizing stuff, but I'll also clean up the code, make stuffs more coherent, and add a few things.)
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
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